Higher Education Game-based Learning Market - Global Outlook and Forecast 2021-2027

Publisher Name :
Date: 04-Nov-2021
No. of pages: 93

This report contains market size and forecasts of Higher Education Game-based Learning in Global, including the following market information:

Global Higher Education Game-based Learning Market Revenue, 2016-2021, 2022-2027, ($ millions)

Global top five companies in 2020 (%)

The global Higher Education Game-based Learning market was valued at xx million in 2020 and is projected to reach US$ xx million by 2027, at a CAGR of xx% during the forecast period.

MARKET MONITOR GLOBAL, INC (MMG) has surveyed the Higher Education Game-based Learning companies, and industry experts on this industry, involving the revenue, demand, product type, recent developments and plans, industry trends, drivers, challenges, obstacles, and potential risks.

Total Market by Segment:

Global Higher Education Game-based Learning Market, By Type, 2016-2021, 2022-2027 ($ millions)

Global Higher Education Game-based Learning Market Segment Percentages, By Type, 2020 (%)

- Rognitive Ability-Based Game-Based Learning

- Language Learning-Related Game-Based Learning

- Stem-Based Game-Based Learning

China Higher Education Game-based Learning Market, By Application, 2016-2021, 2022-2027 ($ millions)

China Higher Education Game-based Learning Market Segment Percentages, By Application, 2020 (%)

- Educational Institutions

- Universities

- Training Organizations

- Others

Global Higher Education Game-based Learning Market, By Region and Country, 2016-2021, 2022-2027 ($ Millions)

Global Higher Education Game-based Learning Market Segment Percentages, By Region and Country, 2020 (%)

- North America

- - US

- - Canada

- - Mexico

- Europe

- - Germany

- - France

- - U.K.

- - Italy

- - Russia

- - Nordic Countries

- - Benelux

- - Rest of Europe

- Asia

- - China

- - Japan

- - South Korea

- - Southeast Asia

- - India

- - Rest of Asia

- South America

- - Brazil

- - Argentina

- - Rest of South America

- Middle East & Africa

- - Turkey

- - Israel

- - Saudi Arabia

- - UAE

- - Rest of Middle East & Africa

Competitor Analysis

The report also provides analysis of leading market participants including:

Total Higher Education Game-based Learning Market Competitors Revenues in Global, by Players 2016-2021 (Estimated), ($ millions)

Total Higher Education Game-based Learning Market Competitors Revenues Share in Global, by Players 2020 (%)

Further, the report presents profiles of competitors in the market, including the following:

- McGraw-Hill Education

- PlayGen

- Toolwire

- Totem Learning

- Lumos Labs

- Triseum

- Designing Digitally

- Forio

- Innovative Dutch

- LearningWare

Higher Education Game-based Learning Market - Global Outlook and Forecast 2021-2027

Table of Contents

1 Introduction to Research & Analysis Reports
1.1 Higher Education Game-based Learning Market Definition
1.2 Market Segments
1.2.1 Market by Type
1.2.2 Market by Application
1.3 Global Higher Education Game-based Learning Market Overview
1.4 Features & Benefits of This Report
1.5 Methodology & Sources of Information
1.5.1 Research Methodology
1.5.2 Research Process
1.5.3 Base Year
1.5.4 Report Assumptions & Caveats
2 Global Higher Education Game-based Learning Overall Market Size
2.1 Global Higher Education Game-based Learning Market Size: 2021 VS 2027
2.2 Global Higher Education Game-based Learning Market Size, Prospects & Forecasts: 2016-2027
2.3 Key Market Trends, Opportunity, Drivers and Restraints
2.3.1 Market Opportunities & Trends
2.3.2 Market Drivers
2.3.3 Market Restraints
3 Company Landscape
3.1 Top Higher Education Game-based Learning Players in Global Market
3.2 Top Global Higher Education Game-based Learning Companies Ranked by Revenue
3.3 Global Higher Education Game-based Learning Revenue by Companies
3.4 Top 3 and Top 5 Higher Education Game-based Learning Companies in Global Market, by Revenue in 2020
3.5 Global Companies Higher Education Game-based Learning Product Type
3.6 Tier 1, Tier 2 and Tier 3 Higher Education Game-based Learning Players in Global Market
3.6.1 List of Global Tier 1 Higher Education Game-based Learning Companies
3.6.2 List of Global Tier 2 and Tier 3 Higher Education Game-based Learning Companies
4 Market Sights by Product
4.1 Overview
4.1.1 By Type - Global Higher Education Game-based Learning Market Size Markets, 2021 & 2027
4.1.2 Rognitive Ability-Based Game-Based Learning
4.1.3 Language Learning-Related Game-Based Learning
4.1.4 Stem-Based Game-Based Learning
4.2 By Type - Global Higher Education Game-based Learning Revenue & Forecasts
4.2.1 By Type - Global Higher Education Game-based Learning Revenue, 2016-2021
4.2.2 By Type - Global Higher Education Game-based Learning Revenue, 2022-2027
4.2.3 By Type - Global Higher Education Game-based Learning Revenue Market Share, 2016-2027
5 Sights by Application
5.1 Overview
5.1.1 By Application - Global Higher Education Game-based Learning Market Size, 2021 & 2027
5.1.2 Educational Institutions
5.1.3 Universities
5.1.4 Training Organizations
5.1.5 Others
5.2 By Application - Global Higher Education Game-based Learning Revenue & Forecasts
5.2.1 By Application - Global Higher Education Game-based Learning Revenue, 2016-2021
5.2.2 By Application - Global Higher Education Game-based Learning Revenue, 2022-2027
5.2.3 By Application - Global Higher Education Game-based Learning Revenue Market Share, 2016-2027
6 Sights by Region
6.1 By Region - Global Higher Education Game-based Learning Market Size, 2021 & 2027
6.2 By Region - Global Higher Education Game-based Learning Revenue & Forecasts
6.2.1 By Region - Global Higher Education Game-based Learning Revenue, 2016-2021
6.2.2 By Region - Global Higher Education Game-based Learning Revenue, 2022-2027
6.2.3 By Region - Global Higher Education Game-based Learning Revenue Market Share, 2016-2027
6.3 North America
6.3.1 By Country - North America Higher Education Game-based Learning Revenue, 2016-2027
6.3.2 US Higher Education Game-based Learning Market Size, 2016-2027
6.3.3 Canada Higher Education Game-based Learning Market Size, 2016-2027
6.3.4 Mexico Higher Education Game-based Learning Market Size, 2016-2027
6.4 Europe
6.4.1 By Country - Europe Higher Education Game-based Learning Revenue, 2016-2027
6.4.2 Germany Higher Education Game-based Learning Market Size, 2016-2027
6.4.3 France Higher Education Game-based Learning Market Size, 2016-2027
6.4.4 U.K. Higher Education Game-based Learning Market Size, 2016-2027
6.4.5 Italy Higher Education Game-based Learning Market Size, 2016-2027
6.4.6 Russia Higher Education Game-based Learning Market Size, 2016-2027
6.4.7 Nordic Countries Higher Education Game-based Learning Market Size, 2016-2027
6.4.8 Benelux Higher Education Game-based Learning Market Size, 2016-2027
6.5 Asia
6.5.1 By Region - Asia Higher Education Game-based Learning Revenue, 2016-2027
6.5.2 China Higher Education Game-based Learning Market Size, 2016-2027
6.5.3 Japan Higher Education Game-based Learning Market Size, 2016-2027
6.5.4 South Korea Higher Education Game-based Learning Market Size, 2016-2027
6.5.5 Southeast Asia Higher Education Game-based Learning Market Size, 2016-2027
6.5.6 India Higher Education Game-based Learning Market Size, 2016-2027
6.6 South America
6.6.1 By Country - South America Higher Education Game-based Learning Revenue, 2016-2027
6.6.2 Brazil Higher Education Game-based Learning Market Size, 2016-2027
6.6.3 Argentina Higher Education Game-based Learning Market Size, 2016-2027
6.7 Middle East & Africa
6.7.1 By Country - Middle East & Africa Higher Education Game-based Learning Revenue, 2016-2027
6.7.2 Turkey Higher Education Game-based Learning Market Size, 2016-2027
6.7.3 Israel Higher Education Game-based Learning Market Size, 2016-2027
6.7.4 Saudi Arabia Higher Education Game-based Learning Market Size, 2016-2027
6.7.5 UAE Higher Education Game-based Learning Market Size, 2016-2027
7 Players Profiles
7.1 McGraw-Hill Education
7.1.1 McGraw-Hill Education Corporate Summary
7.1.2 McGraw-Hill Education Business Overview
7.1.3 McGraw-Hill Education Higher Education Game-based Learning Major Product Offerings
7.1.4 McGraw-Hill Education Higher Education Game-based Learning Revenue in Global (2016-2021)
7.1.5 McGraw-Hill Education Key News
7.2 PlayGen
7.2.1 PlayGen Corporate Summary
7.2.2 PlayGen Business Overview
7.2.3 PlayGen Higher Education Game-based Learning Major Product Offerings
7.2.4 PlayGen Higher Education Game-based Learning Revenue in Global (2016-2021)
7.2.5 PlayGen Key News
7.3 Toolwire
7.3.1 Toolwire Corporate Summary
7.3.2 Toolwire Business Overview
7.3.3 Toolwire Higher Education Game-based Learning Major Product Offerings
7.3.4 Toolwire Higher Education Game-based Learning Revenue in Global (2016-2021)
7.3.5 Toolwire Key News
7.4 Totem Learning
7.4.1 Totem Learning Corporate Summary
7.4.2 Totem Learning Business Overview
7.4.3 Totem Learning Higher Education Game-based Learning Major Product Offerings
7.4.4 Totem Learning Higher Education Game-based Learning Revenue in Global (2016-2021)
7.4.5 Totem Learning Key News
7.5 Lumos Labs
7.5.1 Lumos Labs Corporate Summary
7.5.2 Lumos Labs Business Overview
7.5.3 Lumos Labs Higher Education Game-based Learning Major Product Offerings
7.5.4 Lumos Labs Higher Education Game-based Learning Revenue in Global (2016-2021)
7.5.5 Lumos Labs Key News
7.6 Triseum
7.6.1 Triseum Corporate Summary
7.6.2 Triseum Business Overview
7.6.3 Triseum Higher Education Game-based Learning Major Product Offerings
7.6.4 Triseum Higher Education Game-based Learning Revenue in Global (2016-2021)
7.6.5 Triseum Key News
7.7 Designing Digitally
7.7.1 Designing Digitally Corporate Summary
7.7.2 Designing Digitally Business Overview
7.7.3 Designing Digitally Higher Education Game-based Learning Major Product Offerings
7.4.4 Designing Digitally Higher Education Game-based Learning Revenue in Global (2016-2021)
7.7.5 Designing Digitally Key News
7.8 Forio
7.8.1 Forio Corporate Summary
7.8.2 Forio Business Overview
7.8.3 Forio Higher Education Game-based Learning Major Product Offerings
7.8.4 Forio Higher Education Game-based Learning Revenue in Global (2016-2021)
7.8.5 Forio Key News
7.9 Innovative Dutch
7.9.1 Innovative Dutch Corporate Summary
7.9.2 Innovative Dutch Business Overview
7.9.3 Innovative Dutch Higher Education Game-based Learning Major Product Offerings
7.9.4 Innovative Dutch Higher Education Game-based Learning Revenue in Global (2016-2021)
7.9.5 Innovative Dutch Key News
7.10 LearningWare
7.10.1 LearningWare Corporate Summary
7.10.2 LearningWare Business Overview
7.10.3 LearningWare Higher Education Game-based Learning Major Product Offerings
7.10.4 LearningWare Higher Education Game-based Learning Revenue in Global (2016-2021)
7.10.5 LearningWare Key News
8 Conclusion
9 Appendix
9.1 Note
9.2 Examples of Clients
9.3 Disclaimer

List of Tables
Table 1. Higher Education Game-based Learning Market Opportunities & Trends in Global Market
Table 2. Higher Education Game-based Learning Market Drivers in Global Market
Table 3. Higher Education Game-based Learning Market Restraints in Global Market
Table 4. Key Players of Higher Education Game-based Learning in Global Market
Table 5. Top Higher Education Game-based Learning Players in Global Market, Ranking by Revenue (2019)
Table 6. Global Higher Education Game-based Learning Revenue by Companies, (US$, Mn), 2016-2021
Table 7. Global Higher Education Game-based Learning Revenue Share by Companies, 2016-2021
Table 8. Global Companies Higher Education Game-based Learning Product Type
Table 9. List of Global Tier 1 Higher Education Game-based Learning Companies, Revenue (US$, Mn) in 2020 and Market Share
Table 10. List of Global Tier 2 and Tier 3 Higher Education Game-based Learning Companies, Revenue (US$, Mn) in 2020 and Market Share
Table 11. By Type - Global Higher Education Game-based Learning Revenue, (US$, Mn), 2021 VS 2027
Table 12. By Type - Higher Education Game-based Learning Revenue in Global (US$, Mn), 2016-2021
Table 13. By Type - Higher Education Game-based Learning Revenue in Global (US$, Mn), 2022-2027
Table 14. By Application - Global Higher Education Game-based Learning Revenue, (US$, Mn), 2021 VS 2027
Table 15. By Application - Higher Education Game-based Learning Revenue in Global (US$, Mn), 2016-2021
Table 16. By Application - Higher Education Game-based Learning Revenue in Global (US$, Mn), 2022-2027
Table 17. By Region - Global Higher Education Game-based Learning Revenue, (US$, Mn), 2021 VS 2027
Table 18. By Region - Global Higher Education Game-based Learning Revenue (US$, Mn), 2016-2021
Table 19. By Region - Global Higher Education Game-based Learning Revenue (US$, Mn), 2022-2027
Table 20. By Country - North America Higher Education Game-based Learning Revenue, (US$, Mn), 2016-2021
Table 21. By Country - North America Higher Education Game-based Learning Revenue, (US$, Mn), 2022-2027
Table 22. By Country - Europe Higher Education Game-based Learning Revenue, (US$, Mn), 2016-2021
Table 23. By Country - Europe Higher Education Game-based Learning Revenue, (US$, Mn), 2022-2027
Table 24. By Region - Asia Higher Education Game-based Learning Revenue, (US$, Mn), 2016-2021
Table 25. By Region - Asia Higher Education Game-based Learning Revenue, (US$, Mn), 2022-2027
Table 26. By Country - South America Higher Education Game-based Learning Revenue, (US$, Mn), 2016-2021
Table 27. By Country - South America Higher Education Game-based Learning Revenue, (US$, Mn), 2022-2027
Table 28. By Country - Middle East & Africa Higher Education Game-based Learning Revenue, (US$, Mn), 2016-2021
Table 29. By Country - Middle East & Africa Higher Education Game-based Learning Revenue, (US$, Mn), 2022-2027
Table 30. McGraw-Hill Education Corporate Summary
Table 31. McGraw-Hill Education Higher Education Game-based Learning Product Offerings
Table 32. McGraw-Hill Education Higher Education Game-based Learning Revenue (US$, Mn), (2016-2021)
Table 33. PlayGen Corporate Summary
Table 34. PlayGen Higher Education Game-based Learning Product Offerings
Table 35. PlayGen Higher Education Game-based Learning Revenue (US$, Mn), (2016-2021)
Table 36. Toolwire Corporate Summary
Table 37. Toolwire Higher Education Game-based Learning Product Offerings
Table 38. Toolwire Higher Education Game-based Learning Revenue (US$, Mn), (2016-2021)
Table 39. Totem Learning Corporate Summary
Table 40. Totem Learning Higher Education Game-based Learning Product Offerings
Table 41. Totem Learning Higher Education Game-based Learning Revenue (US$, Mn), (2016-2021)
Table 42. Lumos Labs Corporate Summary
Table 43. Lumos Labs Higher Education Game-based Learning Product Offerings
Table 44. Lumos Labs Higher Education Game-based Learning Revenue (US$, Mn), (2016-2021)
Table 45. Triseum Corporate Summary
Table 46. Triseum Higher Education Game-based Learning Product Offerings
Table 47. Triseum Higher Education Game-based Learning Revenue (US$, Mn), (2016-2021)
Table 48. Designing Digitally Corporate Summary
Table 49. Designing Digitally Higher Education Game-based Learning Product Offerings
Table 50. Designing Digitally Higher Education Game-based Learning Revenue (US$, Mn), (2016-2021)
Table 51. Forio Corporate Summary
Table 52. Forio Higher Education Game-based Learning Product Offerings
Table 53. Forio Higher Education Game-based Learning Revenue (US$, Mn), (2016-2021)
Table 54. Innovative Dutch Corporate Summary
Table 55. Innovative Dutch Higher Education Game-based Learning Product Offerings
Table 56. Innovative Dutch Higher Education Game-based Learning Revenue (US$, Mn), (2016-2021)
Table 57. LearningWare Corporate Summary
Table 58. LearningWare Higher Education Game-based Learning Product Offerings
Table 59. LearningWare Higher Education Game-based Learning Revenue (US$, Mn), (2016-2021)
List of Figures
Figure 1. Higher Education Game-based Learning Segment by Type
Figure 2. Higher Education Game-based Learning Segment by Application
Figure 3. Global Higher Education Game-based Learning Market Overview: 2020
Figure 4. Key Caveats
Figure 5. Global Higher Education Game-based Learning Market Size: 2021 VS 2027 (US$, Mn)
Figure 6. Global Higher Education Game-based Learning Revenue, 2016-2027 (US$, Mn)
Figure 7. The Top 3 and 5 Players Market Share by Higher Education Game-based Learning Revenue in 2020
Figure 8. By Type - Global Higher Education Game-based Learning Revenue Market Share, 2016-2027
Figure 9. By Application - Global Higher Education Game-based Learning Revenue Market Share, 2016-2027
Figure 10. By Region - Global Higher Education Game-based Learning Revenue Market Share, 2016-2027
Figure 11. By Country - North America Higher Education Game-based Learning Revenue Market Share, 2016-2027
Figure 12. US Higher Education Game-based Learning Revenue, (US$, Mn), 2016-2027
Figure 13. Canada Higher Education Game-based Learning Revenue, (US$, Mn), 2016-2027
Figure 14. Mexico Higher Education Game-based Learning Revenue, (US$, Mn), 2016-2027
Figure 15. By Country - Europe Higher Education Game-based Learning Revenue Market Share, 2016-2027
Figure 16. Germany Higher Education Game-based Learning Revenue, (US$, Mn), 2016-2027
Figure 17. France Higher Education Game-based Learning Revenue, (US$, Mn), 2016-2027
Figure 18. U.K. Higher Education Game-based Learning Revenue, (US$, Mn), 2016-2027
Figure 19. Italy Higher Education Game-based Learning Revenue, (US$, Mn), 2016-2027
Figure 20. Russia Higher Education Game-based Learning Revenue, (US$, Mn), 2016-2027
Figure 21. Nordic Countries Higher Education Game-based Learning Revenue, (US$, Mn), 2016-2027
Figure 22. Benelux Higher Education Game-based Learning Revenue, (US$, Mn), 2016-2027
Figure 23. By Region - Asia Higher Education Game-based Learning Revenue Market Share, 2016-2027
Figure 24. China Higher Education Game-based Learning Revenue, (US$, Mn), 2016-2027
Figure 25. Japan Higher Education Game-based Learning Revenue, (US$, Mn), 2016-2027
Figure 26. South Korea Higher Education Game-based Learning Revenue, (US$, Mn), 2016-2027
Figure 27. Southeast Asia Higher Education Game-based Learning Revenue, (US$, Mn), 2016-2027
Figure 28. India Higher Education Game-based Learning Revenue, (US$, Mn), 2016-2027
Figure 29. By Country - South America Higher Education Game-based Learning Revenue Market Share, 2016-2027
Figure 30. Brazil Higher Education Game-based Learning Revenue, (US$, Mn), 2016-2027
Figure 31. Argentina Higher Education Game-based Learning Revenue, (US$, Mn), 2016-2027
Figure 32. By Country - Middle East & Africa Higher Education Game-based Learning Revenue Market Share, 2016-2027
Figure 33. Turkey Higher Education Game-based Learning Revenue, (US$, Mn), 2016-2027
Figure 34. Israel Higher Education Game-based Learning Revenue, (US$, Mn), 2016-2027
Figure 35. Saudi Arabia Higher Education Game-based Learning Revenue, (US$, Mn), 2016-2027
Figure 36. UAE Higher Education Game-based Learning Revenue, (US$, Mn), 2016-2027
Figure 37. McGraw-Hill Education Higher Education Game-based Learning Revenue Year Over Year Growth (US$, Mn) & (2016-2021)
Figure 38. PlayGen Higher Education Game-based Learning Revenue Year Over Year Growth (US$, Mn) & (2016-2021)
Figure 39. Toolwire Higher Education Game-based Learning Revenue Year Over Year Growth (US$, Mn) & (2016-2021)
Figure 40. Totem Learning Higher Education Game-based Learning Revenue Year Over Year Growth (US$, Mn) & (2016-2021)
Figure 41. Lumos Labs Higher Education Game-based Learning Revenue Year Over Year Growth (US$, Mn) & (2016-2021)
Figure 42. Triseum Higher Education Game-based Learning Revenue Year Over Year Growth (US$, Mn) & (2016-2021)
Figure 43. Designing Digitally Higher Education Game-based Learning Revenue Year Over Year Growth (US$, Mn) & (2016-2021)
Figure 44. Forio Higher Education Game-based Learning Revenue Year Over Year Growth (US$, Mn) & (2016-2021)
Figure 45. Innovative Dutch Higher Education Game-based Learning Revenue Year Over Year Growth (US$, Mn) & (2016-2021)
Figure 46. LearningWare Higher Education Game-based Learning Revenue Year Over Year Growth (US$, Mn) & (2016-2021)
  • Global Public and Personal Safety Industry Research Report, Growth Trends and Competitive Analysis 2023-2029
    Published: 11-Jan-2024        Price: US 5600 Onwards        Pages: 177
    The global Public and Personal Safety Industry market size was US$ 6,398.95 million in 2022 and is forecast to a readjusted size of US$ 18,265.36 million by 2029 with a CAGR of 16.88% during the forecast period 2023-2029. The global key companies of Public and Personal Safety Industry include Hexagon, Motorola Solutions Inc, NEC, Tyler Technologies Inc and Indra Sistemas, accounting for 24.50% market share in terms of revenues in 2022. The market research report offered here is a v......
  • Global Digital Watermark Technology Market Report, History and Forecast 2018-2029
    Published: 11-Jan-2024        Price: US 3350 Onwards        Pages: 118
    The global market for Digital Watermark Technology estimated was at US$ 111.3 million in the year 2022, is projected to reach a revised size of US$ 210.53 million by 2029, growing at a CAGR of 9.4% during the forecast period 2023-2029. North American market for Digital Watermark Technology was valued at $ 39.07 million in 2022 and will reach $ 68.79 million by 2029, at a CAGR of 8.2 % during the forecast period of 2023 through 2029. Asia-Pacific market for Digital Watermark Technol......
  • Global Location Based Marketing Services Market Research Report 2024
    Published: 10-Jan-2024        Price: US 2900 Onwards        Pages: 74
    The global Location Based Marketing Services market was valued at US$ 46700 million in 2023 and is anticipated to reach US$ 144870 million by 2030, witnessing a CAGR of 17.2% during The forecast period 2024-2030. North American market for Location Based Marketing Services is estimated to increase from $ million in 2023 to reach $ million by 2030, at a CAGR of % during The forecast period of 2024 through 2030. Asia-Pacific market for Location Based Marketing Services is estima......
  • Global Auto Repair and Beauty Market Research Report 2024
    Published: 10-Jan-2024        Price: US 2900 Onwards        Pages: 72
    The global Auto Repair and Beauty market was valued at US$ million in 2023 and is anticipated to reach US$ million by 2030, witnessing a CAGR of % during The forecast period 2024-2030. Automotive is a key driver of this industry. According to data from The World Automobile Organization (OICA), global automobile production and sales in 2017 reached their peak in The past 10 years, at 97.3 million and 95.89 million respectively. In 2018, The global economic expansion ended, and The gl......
  • Global Viral Vector Development Service Market Research Report 2024
    Published: 10-Jan-2024        Price: US 2900 Onwards        Pages: 77
    The global Viral Vector Development Service market was valued at US$ million in 2023 and is anticipated to reach US$ million by 2030, witnessing a CAGR of % during The forecast period 2024-2030. North American market for Viral Vector Development Service is estimated to increase from $ million in 2023 to reach $ million by 2030, at a CAGR of % during The forecast period of 2024 through 2030. Asia-Pacific market for Viral Vector Development Service is estimated to increase from......
  • Global Building Automation Systems (BAS) Market Research Report 2024
    Published: 10-Jan-2024        Price: US 2900 Onwards        Pages: 85
    The global Building Automation Systems (BAS) market was valued at US$ 75680 million in 2023 and is anticipated to reach US$ 143970 million by 2030, witnessing a CAGR of 9.5% during The forecast period 2024-2030. North American market for Building Automation Systems (BAS) is estimated to increase from $ million in 2023 to reach $ million by 2030, at a CAGR of % during The forecast period of 2024 through 2030. Asia-Pacific market for Building Automation Systems (BAS) is estimat......
  • Global SLAM in Mobile Robots and Smart AR Market Research Report 2024
    Published: 10-Jan-2024        Price: US 2900 Onwards        Pages: 92
    This report studies The SLAM Robots market, Simultaneous localization and mapping, or SLAM for short, is The process of creating a map using a robot or unmanned vehicle that navigates that environment while using The map it generates. SLAM is technique behind robot mapping or robotic cartography. The robot or vehicle plots a course in an area, but at The same time, it also has to figure out where its own self is located in The place. The process of SLAM uses a complex array of computations, algo......
  • Global Digital Educational Publishing Market Research Report 2024
    Published: 10-Jan-2024        Price: US 2900 Onwards        Pages: 90
    The global Digital Educational Publishing market was valued at US$ 8324.5 million in 2023 and is anticipated to reach US$ 14580 million by 2030, witnessing a CAGR of 7.9% during The forecast period 2024-2030. North American market for Digital Educational Publishing is estimated to increase from $ million in 2023 to reach $ million by 2030, at a CAGR of % during The forecast period of 2024 through 2030. Asia-Pacific market for Digital Educational Publishing is estimated to inc......
  • Global Human Source Service Market Research Report 2024
    Published: 10-Jan-2024        Price: US 2900 Onwards        Pages: 70
    The global Human Source Service market was valued at US$ million in 2023 and is anticipated to reach US$ million by 2030, witnessing a CAGR of % during The forecast period 2024-2030. North American market for Human Source Service is estimated to increase from $ million in 2023 to reach $ million by 2030, at a CAGR of % during The forecast period of 2024 through 2030. Asia-Pacific market for Human Source Service is estimated to increase from $ million in 2023 to reach $ millio......
  • SERVICES
    Value for Money
    We believe in "optimum utilization of available budget and resources". While servicing our clients' (your) market research requirements, we keep the same approach in focus to help you get the best value for your $$s.
    Ever Growing Inventory
    Ranging from the smallest feasible / required data (datasheets, data facts, SWOT analysis, company profiles, etc) to full research reports that help you make decisions, our inventory is updated almost on a daily basis with the latest industry reports from domain experts that track more than 5000 niche sectors.
    One Stop Solution
    Need a custom research report on medical devices market? Require all available business intelligence on 3D printing industry? Exploring F&B sector of a particular country/region? RnRMarketResearch.com is your one-stop-solution to all market intelligence needs. We not only offer custom research and consulting services, we also "bundle" reports to meet your needs and help you fetch the data analysis you require for your business.
    Dedicated Client Engagement
    Not limited to only "finding" relevant reports for you, our client engagement team dedicates its efforts to understand your "business need" and accordingly maps available research data to help you move forward. Call "your" client engagement executive any time of your day and get your questions answered in order to make the correct business decision.
    Saving Time and Efforts
    Simply share your research requirement details with us and let us do all the hard work to find required intelligence for you. When you add up our "one stop solution" and "dedicated client engagement" services mentioned above, you obviously know the time and effort saving you do by working with us.
    Payment Flexibility
    Working with Fortune 500 organizations, we understand the importance of being flexible for payments. Share your payment terms with us and we will surely match up to them to ensure you get access to required business intelligence data without having to wait for the payment to be done.
    Post-Purchase Research Support
    Have questions after reading a report / datasheet bought through us? Not sure about the methodology used for data available in the research? Talk to us / Share your questions with us and if required, we will connect you with the analyst(s)/author(s) of the report(s) and ensure you get satisfactory answers for the same. Need more data / analysis / report(s) on the topic of your research/project? The RnRMarketResearch.com team is here for you 24X7 to support you with your post-purchase requirements. Subscription Offers & Packages (Get in touch with us for more details - [email protected] / +1 888 391 5441 )
    • Ad Hoc
    • Pay - as - you - go / Bucket Subscriptions
    • Fixed Cost for #of reports
    • Customize / Personalize as per your needs